I. Optional Supply Rules
   A. Advanced Supply Rules:
      Supply must be traced to a friendly controlled Primary Objective within 25 hexes.
      Primary Objective must not be in an Enemy Zone of Control.
      Primary Objective must have been held for two complete turns.
      Primary Objective must not be within 6 hexes of another supply source.

   B. Experimental Supply rules:
      Friendly controlled Primary Objective.
      Not in ZoC.
      Held for 2 complete turns.
      Must connect to 10 other city/port hex points by Road/Rail line.
      I am still playing with this value.
      City/Port values
      Primary objective=1 points.
      Secondary objective=0 point.
      These cities which qualify as Primay Supply Sources extend supply
      out 24 hexes. (Depending on terrain. They sort of use Truck/Naval transport Movement)
      Any cities they supply are in turn supply sources, and trace out 24 hexes.
      Depots (Land and Sea (convoys)) are treated as cities.
      This cycle extends as far as it can. 

     If a city hex does not fall into a supplied area...it is Isolated.
     New units may NOT be placed in Isolated cities.
     (Which may include a lot of secondary objectives.)

  
     I'm still working on these, so they may change a bit.
     

II. Optional Air / Naval Rules
   A. Air Movement
     Air Units may move as far as their fuel permits.
     (Air zones of control are ignored for movement.)
     Air Zones of control are treated as CAP areas.
     Friendly, Neutral, and Enemy Air units may stack together !
     Air units can choose targets from the Stack display window !
     Fighters adjacent (or in same hex) to friendly bombers in a stack are escorts.

   B. Air Combat
      Friendly Figher # 4 move on top of enemy stack.
      Example of a stack combat.
      Friendly Fighter # 4
      Enemy Fighter # 1
      Enemy Fighter # 2
      Enemy bomber # 3

      If friendly fighter #4 chooses to attack enemy bomber #3, then
      enemy figher #2 will fight escort cover for bomber #3 !

     Example 2.
     Friendly Fighter # 4
     Enemy Fighter #1
     Enemy Bomber #3
     Enemy Fighter # 2

     If friendly fighter # 4 chooses to attack enemy bomber #3, then
     enemy figher #1, and enemy figher #2 may defend the bomber !

     If your unit is NOT in the same hex, it has to attack the top 
     enemy unit in the stack.
	 (new April, 19,2025)
	 You can hold 'Shift' key and move cursor. That hex will be displayed in hex contents window. Then choose a unit other than the 
	 top unit to attack.

   C. Naval Movement
      Naval movement factors will be triple old values. (Default value...you can change this.)
     (Similar to Air escort rules above.)
     Air Units flying CAP over Aircraft Carriers will move with the Carrier.

   D. Flak AD values
      Any unit can be assigned an Air Defence value. (Usually Battleships and Cruisers)
      These units will use their AD value exactly like regular AD units.

   E. Mission Assignments
      Air units can be assigned to fly High, Medium, Low, or Night Missions.
      1. Low Altitude will reduce defence factors of both target, and air unit by 2.
         Increase hit chance by 2 
      2. Med. Altitude ...normal values.
      3. High Altitude will increase defence values of both target and air unit by 2.      
         Decrease hit chance by 2.
         High Altitude will increase Range to Air Unit from AD unit by + 2 !
         (Adjacent hex High Altitude Range=3 !)
      4. Night missions will increase the bomber defence value by 4.
         decrese hit chance by 4.
         (I am adding Radar to night fighters now.)
      5. Fighters escorting bombers will be assumed to be flying at the same altitude.
         (I am adding Altitude Mods for fighters.)

    F. Ordnance
       Air units with a Naval Attack Value Greater than 9 may be armed with Torpedoes.
       Air units must start the turn at airfield, or CV to load ordnance.
       Torpedoes will increase attack range by 1 vs naval targets.
       (or course they will be useless against Ground targets. (Hard / Soft attack of 1 )
       Planned.
       Ordnance will be a single load. You must return to base after ever mission to get
       new bombs or torpedoes.
       Fighters, and Figher Bombers will jettision their ordnance if attacked by enemy 
       interceptors.

   (Optional Air and Naval Rules are still under developement. I will post new changes here
    as I make them.)

Research and Developement
   On the Purchase screen you can click the R/D button under each class 0-17.
   Each $100 point purchased will accumulate towards R/D for that class. A D100 is rolled at the beginning
   of each turn. If the D100 is less than or equal to the number of R/D points purchased for that class there
   is an improvement in of that classes' attributes. (Randomly chosen)
      The first improvement always increases that attribute by one. See R/D notes on the \data\RD.csv file.
	  